Wyrmbeasts

wyrm

Core Book

NPCs

Apprentice Mage
Attributes: Warrior 2, Rogue 3, Mage 5
HP: 8, Mana: 10
Defense: 6
Skills: Alchemy, Blunt, Thaumaturgy
Talents: Familiar (Raven)
Spells: Frostburn, Healing Hand
Trappings: Mage robes, Staff, pouch with 2d6 silver pieces

Bandit
Attributes: Warrior 5, Rogue 3, Mage 2
HP: 11, Mana: 4
Defense: 10 (+2 for leather armor)
Skills: Axes, Bows, Riding
Talents: none
Trappings: Leather clothing, wide-brimmed hat, axe, crossbow with 10 bolts.

Commoner
Attributes: Warrior 2, Rogue 2, Mage 1
HP: 8, Mana: 2
Defense: 6
Skills: none
Talents: none
Trappings: Simple clothes, knife, pouch with 1 silver piece

Cutthroat
Attributes: Warrior 3, Rogue 5, Mage 2
HP: 9, Mana: 4
Defense: 10
Skills: Daggers, Thievery, Thrown
Talents: Dual-wield
Trappings: Dark clothes, hooded cloak, dagger, 1d6 throwing stars

Journeyman Mage
Attributes: Warrior 3, Rogue 3, Mage 5
HP: 12, Mana: 10
Defense: 6
Skills: Alchemy, Blunt, Lore, Thaumaturgy
Talents: Familiar (Raven), Channeller
Spells: Frostburn, Healing Hand, Lightning Bolt
Trappings: Mage robes, Staff, pouch with 2d6 silver pieces

Knight
Attributes: Warrior 6, Rogue 2, Mage 3
HP: 16, Mana: 6
Defense: 10 (+6 for light plate armor, +1 for small shield)
Skills: Lore, Polearms, Riding, Swords
Talents: Leadership, Henchman
Trappings: Light plate armor, sword, small shield, warhorse

Priest
Attributes: Warrior 3, Rogue 3, Mage 5
HP: 12, Mana: 10
Defense: 6
Skills: Awareness, Blunt, Lore
Talents: Champion (Imperial Faith), Henchman
Spells: Healing Hand, Create Food and Water
Trappings: Priest robes, Staff, holy symbol

Soldier
Attributes: Warrior 5, Rogue 3, Mage 2
HP: 10, Mana: 4
Defense: 10 (+3 for scale armor, +2 for large
shield)
Skills: Athletics, Firearms, Swords
Talents: none
Trappings: Scale armor, large shield, sword, dragon rifle with 20 shots.

Town Guard
Attributes: Warrior 5, Rogue 3, Mage 2
HP: 11, Mana: 4
Defense: 10 (+3 for scale armor)
Skills: Bows, Polearms, Swords
Talents: none
Trappings: Scale armor, halberd, sword, crossbow with 10 bolts, manacles

Animals

Bear
Attributes: Warrior 8, Rogue 4, Mage 0
HP: 20, Mana: 0
Defense: 10 (+2 for thick fur)
Attacks: 2x Paws (uses Warrior attribute) 1d6+4 damage, Bite (uses Warrior attribute) 2d6

Bird of Prey
Attributes: Warrior 2, Rogue 6, Mage 0
HP: 4, Mana: 0
Defense: 9 (+3 while flying)
Attacks: Beak* (uses Rogue attribute) 1d6/2 damage
Notes: These stats can also be used for ravens and other birds of comparable size

Cat, Large
Attributes: Warrior 4, Rogue 8, Mage 0
HP: 12, Mana: 0
Defense: 8
Attacks: 2x Claws (uses Rogue attribute) 1d6+2 damage, Bite (uses Warrior attribute) 1d6+3

Cat, Small
Attributes: Warrior 2, Rogue 8, Mage 0
HP: 5, Mana: 0
Defense: 8
Attacks: 2x Claws* (uses Rogue attribute) 1d6/2 damage

Dog
Attributes: Warrior 4, Rogue 2, Mage 0
HP: 6, Mana: 0
Defense: 7
Attacks: Bite* (uses Warrior attribute) 1d6 damage
Notes: can be trained as a mount for small races

Fire Beetle
Attributes: Warrior 4, Rogue 4, Mage 0
HP: 8, Mana: 0
Defense: 8 (+3 for chitin armor)
Attacks: Fire spray (uses Rogue attribute) 1d6 damage, range 10 yards

Giant Beetle
Attributes: Warrior 4, Rogue 4, Mage 0
HP: 14, Mana: 0
Defense: 8 (+3 for chitin armor)
Attacks: Bite 1d6+2 damage

Giant Leech
Attributes: Warrior 3, Rogue 6, Mage 0
HP: 15, Mana: 0
Defense: 8
Attacks: Venomous bite (uses Rogue attribute) 1d6-2 damage (mild poison)

Giant Rat
Attributes: Warrior 4, Rogue 2, Mage 0
HP: 12, Mana: 0
Defense: 7
Attacks: Bite (uses Warrior attribute) 1d6 damage

Giant Spider
Attributes: Warrior 6, Rogue 6, Mage 0
HP: 24, Mana: 0
Defense: 8 (+4 for chitin armor)
Attacks: Venomous bite (uses Rogue attribute) 1d6+2 damage (mild poison)
Notes: can be trained as a mount for small races

Horse
Attributes: Warrior 5, Rogue 5, Mage 0
HP: 12, Mana: 0
Defense: 9
Attacks: Bite* (uses Warrior attribute) 1d6 damage
Notes: Warhorses have 1d6+4 additional hitpoints and have one trample attack (which uses Warrior attribute) that causes 2d6 damage

Venomous Snake
Attributes: Warrior 2, Rogue 6, Mage 0
HP: 6, Mana: 0
Defense: 8
Attacks: venomous bite* (uses Rogue attribute) 1d6/2 damage + poison (mild or lethal, see Chapter 6)

Wolf
Attributes: Warrior 4, Rogue 4, Mage 0
HP: 8, Mana: 0
Defense: 8
Attacks: Bite (uses Warrior attribute) 1d6 damage

Wolf, Dire
Attributes: Warrior 6, Rogue 6, Mage 0
HP: 25, Mana: 0
Defense: 10 (+2 for thick fur)
Attacks: Bite (uses Warrior attribute) 1d6+3 damage
Notes: can be trained as a mount

Monsters

Drake
Attributes: Warrior 8, Rogue 6, Mage 2
HP: 35, Mana: 4
Defense: 11 (+4 for scales)
Attacks: Bite (uses Warrior attribute) 1d6+3 damage, 2x claws (use Warrior attribute) 1d6+2 damage
Notes: can be trained as a mount

Fire Drake
Attributes: Warrior 8, Rogue 6, Mage 2
HP: 38, Mana: 4
Defense: 11 (+4 for scales)
Attacks: Bite (uses Warrior attribute) 1d6+1 damage, 2x claws (use Warrior attribute) 1d6 damage, flame breath (uses Rogue attribute) 2d6
Notes: can be trained as a mount

Elemental, Earth
Attributes: Warrior 10, Rogue 2, Mage 0
HP: 40, Mana: 0
Defense: 10
Attacks: 2x stone fist (uses Warrior attribute) 2d6+2

Golem, War
Attributes: Warrior 10, Rogue 0, Mage 3
HP: 20, Mana: 0
Defense: 9 (+5 armor plating)
Attacks: steel fist (uses Warrior attribute) 2d6 or can use normal weapons
Notes: The war golem has all the weapon skills he needs to use the weapons he’s equipped with.

Golem, Work
Attributes: Warrior 10, Rogue 0, Mage 2
HP: 20, Mana: 0
Defense: 9 (+2 light armor plating)
Attacks: steel fist (uses Warrior attribute) 2d6

Skeleton
Attributes: Warrior 3, Rogue 3, Mage 0
HP: 9, Mana: 0
Defense: 7 (+1 for rusted armor)
• skeleton Warrior
Trappings: Rusted armor, broken shield, sword
• skeleton archer
Trappings: Rusted armor, bow with 10 arrows
Notes: Skeletons ignore half damage from all but blunt weapons and axes.

Zombie
Attributes: Warrior 6, Rogue 0, Mage 0
HP: 12, Mana: 0
Defense: 7
Attacks: infected bite (uses Warrior attribute) 1d6
Notes: characters killed by the bite of a zombie arise as zombies after 1d6 minutes

Discovered Lore

Catling Thief
Attributes: Warrior 1, Rogue 6, Mage 3
HP: 4, Mana: 6
Defense: 7 (+2 for leather armor)
Skills: Acrobatics, Awareness, Thievery
Talents: Feline Weapons, Lucky Devil, Weak
Trappings: dark leather clothing, belt and pouches, tools

Merfolk Scout
Attributes: Warrior 3, Rogue 4, Mage 3
HP: 9, Mana: 6
Defense: 7 (+1 for shell chestplate)
Skills: Awareness, Lore, Polearms
Talents: Breathe Water, Fish Swim, Dehydration
Trappings: short trident

Mountain Giant Smasher
Attributes: Warrior 6, Rogue 2, Mage 2
HP: 12, Mana: 4
Defense: 8 (+5 for chain armor)
Skills: Athletics, Blunt, Unarmed
Talents: Exceptional Attribute (Warrior), Tough as Nails, No Talent for Magic
Trappings: two-handed warhammer, backpack

Simian Talechanter
Attributes: Warrior 3, Rogue 3, Mage 4
HP: 9, Mana: 8
Defense: 7
Skills: Acrobatics, Herbalism, Lore
Talents: Exceptional Attribute (Rogue), Curious, Prehensile Tail
Trappings: carved stick hung with baubles and fetishes

Sorcerer Wanderer
Attributes: Warrior 1, Rogue 3, Mage 6
HP: 7, Mana: 12
Defense: 6 (+1 for padded cloth robes)
Skills: Alchemy, Daggers, Lore
Talents: Blood Mage, Channeller, Outcast
Spells: Frostburn, Sense Magic, Magic Armor
Trappings: staff, dagger, scroll case with map fragments

Werewolf Ranger
Attributes: Warrior 5, Rogue 4, Mage 1
HP: 11, Mana: 2
Defense: 8 (+2 for leather armor)
Skills: Awareness, Bows, Herbalism
Talents: Hunter, Moonbound, Wolfchange
Trappings: Bow and quiver, belt and pouches or backpack, bedroll

RAG Converted

CRITTERS

ALLIGATOR - CROCODILE
Warrior 6, Rogue 3, Mage 2
HP 12, Defense 10, Initiative 3
Attack: Bite (Warrior, Damage 4)

APE
Warrior 6, Rogue 3, Mage 3
HP 10, Defense 10, Initiative 4
Talent: Fist of Iron
Attack: Smash (Warrior, Damage 2)

BEAR
Warrior 7, Rogue 2, Mage 3
HP 12, Defense 10, Initiative 2
Attacks: Bite (Warrior, Damage 2), Maul (Warrior, Damage 2)

BULL
Warrior 8, Rogue 3, Mage 2
HP 12, Defense 8, Initiative 2
Attacks: Gore (Warrior, Damage 2), Trample (Warrior, Damage 3)

CAMEL
Warrior 8, Rogue 2, Mage 2
HP 10, Defense 7, Initiative 2
Skill: Athletics
Attack: Trample (Warrior, Damage 1)

ELEPHANT
Warrior 10, Rogue 3, Mage 4
HP 16, Defense 12, Initiative 3
Talents: Body of Steel, Fist of Iron
Attack: Gore (Warrior, Damage 3), Trample (Warrior, Damage 2)

HIPPOPOTAMUS
Warrior 8, Rogue 2*, Mage 1
HP 13, Defense 9, Initiative 2*
Talent: Body of Steel
Note: * Rogue 4 and Initiative 4 when swimming.
Attack: Trample (Warrior, Damage 2)

HORSE
Warrior 8, Rogue 3, Mage 3
HP 10, Defense 7, Initiative 3
Skill: Athletics
Attacks: Trample (Warrior, Damage 1), Kick (Warrior, Damage 2)

LION
Warrior 5, Rogue 3, Mage 3
HP 10, Defense 11, Initiative 4
Attacks: Bite (Warrior, Damage 2), Claw (Warrior, Damage 1), Shake (Warrior, Damage 3, only after successful Bite attack)

MONKEY
Warrior 2, Rogue 5, Mage 2
HP 6, Defense 10, Initiative 5
Skill: Acrobatics
Attack: Bite (Warrior, Damage 1), Throw Object (Rogue, Damage 1)

RHINOCEROS
Warrior 8, Rogue 2, Mage 1
HP 13, Defense 12, Initiative 2
Talent: Body of Steel
Attack: Gore (Warrior, Damage 2)

SHARK
Warrior 7, Rogue 5, Mage 4
HP 10, Defense 10, Initiative 4
Attack: Bite (Warrior, Damage 3)

TIGER
Warrior 6, Rogue 3, Mage 3
HP 12, Defense 12, Initiative 4
Skill: Stealth
Attacks: Bite (Warrior, Damage 2), Claw (Warrior, Damage 1), Shake (Warrior, Damage 3, only after successful Bite attack)

WOLF
Warrior 3, Rogue 4, Mage 4
HP 9, Defense 10, Initiative 4
Talent: Nose of the Bloodhound
Attack: Bite (Warrior, Damage 2)
Note: Packs of 5 to 10, utilizes pack tactics

PARANORMAL THREATS

AUTOMATON
Warrior 7, Rogue 3, Mage 2
HP 12, Defense 10, Initiative 3
Talent: Body of Steel
Attacks: Slam (Warrior 2)

GIANT SPIDER
Warrior 4, Rogue 6, Mage 2
HP 9, Defense 8, Initiative 4
Attacks: Web Tangle (Rogue, Damage: -2 to Rogue per hit until disentangled) and Poison Bite (Warrior, Damage: 1 plus 1 poison per round; victim makes a Challenging Warrior roll every round, success ends poison)

GIANT VIPER
Warrior 4, Rogue 6, Mage 2
HP 8, Defense 9, Initiative 4
Attacks: Poison Bite (Warrior, Damage: 2 plus 1 poison damage per round; victim makes a Hard Warrior roll every round, success ends poison)

MUMMY SERVITOR
Warrior 4, Rogue 2, Mage 2
HP 10, Defense 7, Initiative 3
Talent: Body of Steel
Attacks: By weapon or punch

MUMMY MASTER
Warrior 4, Rogue 2, Mage 5
HP 10, Defense 7, Initiative 5, Luck 4
Skills: Interaction (Basic +2), Knowledge (Rites) (Advanced +4)
Talent: Necromancy
Attacks: By weapon or punch

SKELETON
Warrior 3, Rogue 1, Mage 0
HP 7, Defense 6, Initiative 3
Special: non-blunt attacks do 2 less damage
Attacks: By weapon or punch

VAMPIRE
Warrior 5, Rogue 4, Mage 4
HP 12, Defense 10, Initiative 6
Talents: Domination, Ears of the Bat or Nose of the
Bloodhound, Fists of Iron or Devilish Charm
Attacks: Claws (Warrior, Damage 2), Bite (Warrior, Damage 1 plus bleed 1 damage per round for 3 rounds), Blood Drain (Warrior, only after successful bite; Damage 2 plus vampire heals 2 HP)

YETI
Warrior 8, Rogue 2, Mage 2
HP 12, Defense 9, Initiative 3
Attacks: Slam (Warrior, Damage 2), Bite (Warrior, Damage 1)

ZOMBIE
Warrior 6, Rogue 1, Mage 1
HP 8, Defense 7, Initiative 2
Talent: Body of Steel
Attacks: Slam (Damage 2)

Copyright © Robert P McDowell 2012 - All Rights Reserved. No part of this document may be reproduced without written consent from the author. Providing to any content to this document grants Mr McDowell unlimited license to use, modify, display and perform, reproduce and distribute that content.